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Pithy Points In Auction Bridge 











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Pithy Points In 
Auction Bridge 

How to Bid and Play Told 
in Novel Tabloid Form 

By 

William C. Morris 



Chicago 

The Reilly & Lee Co. 








Printed in the U. S. A. 




' c.-v; 


Copyright, 1923 
b y 


The Reilly & Lee Co. 


All Rights Reserved 



Pithy Pobits in Auction Bridge 

JAN 18 ’23 o 

©C1A692036 ' 






CONTENTS 


PAGE 


Foreword.1 

Pithy Points in Bidding.3 

Initial Bids—At Love Score .... 3 

Teamwork. 3 

An Initial or Free Bid (definition, etc.) 3 

One No Trump. 3 

Two No Trump. 4 

The Goal in Bidding.5 

Initial Bid of One at Suit.5 

Initial Bid of Two at Suit . . . 

Pre-emptive Bids. 

Original Bids (ordinary showing 
Help Expected from Partner . 

Valuation of Hand .... 


Initial Bids (should be conventional) . 10 

Forced Bids—With or Without Score 10 

Forced Bids (definition, etc.) .... 10 

Over Initial Adverse No Trump ... 11 

Over Initial Adverse Suit.11 

Third Hand Bids.12 

Raisers.13 

Takeouts.14 

Fourth Hand Bids.17 


IX 


'O oo oo m a 






















CONTENTS—Continued 


PAGE 

Secondary Bids.17 

“Never”.19 

Inadvertent Declarations.20 

Concerning Doubles.20 

Informatory Doubles.20 

Partner of Informatory Doubler ... 21 

Opponent of Informatory Doubler . . 22 

Informatory Doubler.- 23 

Business Doubles.23 

Exceptional Holdings.24 

Overbidding .24 

Consider the Score.25 

Scoring Game.25 

About Partners.26 

Partners."26 

Errors During Declaration.27 

Conventional Bidding.27 

Pithy Points in Play.28 

When Declarer.28 

Play of Declarer.28 

At No Trump.28 

At Suit.28 

Finesses.29 

Adverse Holdings.30 

Poor Cards.30 


x 






















CONTENTS—Continued 


PAGE 

Pithy Points in Play .31 

When Adversary .31 

Defensive Play.31 

At No Trump.31 

At Suit.32 

Second Hand.33 

Signals.33 

Blocking and Unblocking.35 

Sequences.35 

Trump Leads.36 

Forcing.36 

Discards.36 

Penalties (may be averted) .... 37 

Teamwork.37 

Declarer or Adversary .38 

General Principles of Play.38 

At No Trump.39 

At Suit.. .... 39 

Penalize All Errors.40 

Logical Plays.40 

End Play.41 

When Dummy .42 

Do Not.42 

Duties of Dummy .43 

Conditional Dummy Rights .... 44 

Dummy Protection.44 


XI 



























CONTENTS—Continued 


PAGE 

Pithy Points of Law.45 

Laws (See Note).45 

The Deal.46 

New Deal.46 

Missing Cards.47 

The Declaration.47 

Doubling and Redoubling.48 

Inadvertent Bids.48 

Revoke (refuse-renounce-revoke) . . 49 

Lead or Play Out of Turn.49 

Final Tricks.50 

Unfinished Game.50 

Pithy Points in Penalties.51 

Opponents Honor Score.51 

Exposed Cards.52 

Errors in Declaration.53 

Improper Information.53 

Bid Out of Turn.53 

Pass Out of Turn.53 

Insufficient Bid.54 

Attempted Change.54 

Debarred Bidder.54 

Penalty Waived.55 

Pithy Points in Penalties.55 

Errors During Play.55 

Lead Out of Turn.55 


XII 

























CONTENTS—Continued 


PAGE 

Play Out of Turn.56 

Omitting a Play . 57 

Improper Information.57 

Renounces.58 

Revokes.58 

Dummy Errors.60 

Penalties in General.61 

Pithy Points in Etiquette.62 

Tables of Trick and Honor Values . 64-65 
Memoranda.67 


NOTE.—Pithy Points in Bidding and Pithy Points 
in Play are matters of convention and expert opinion 
and practice, except those where reference is made to 
Laws. Such points are included in order to call atten¬ 
tion to privileges which are frequently overlooked. 


XIII 



































I 






























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V t 




PITHY POINTS IN AUCTION BRIDGE 
Foreword 


Pithy Points is concise and practical, ar¬ 
ranged for ready reference and in logical se¬ 
quence, presenting Auction in Tabloid Form. 
The self-indexing subgroups bring together 
related points. The Bids are sound and the 
Plays are sane. The Dummy points are im¬ 
portant, and should be carefully observed. 
The gist of the most important Laws is given, 
but the latest full code of The Whist Club, 
which includes elemental details of the game, 
should be at hand. 

Pithy Points selects, shortens and groups 
important laws in an entirely new way, mak¬ 
ing for great improvement in the game. For 
instance, if a question comes up about “ex¬ 
posed cards/’ Pithy Points tells the whole 
story in one group of seven sentences, whereas 
the usual laws would send the player to an 
index which in turn would refer to seven 
widely scattered laws. “Errors in declara¬ 
tion” and “errors during play” are frequently 


1 








ignored, as few players care to take the trouble 
to hunt up the particular law involved, 
whereas Pithy Points, in short groups and in 
logical order, gives the proper penalties. 

Pithy Points are Practical Precepts for Pro¬ 
gressive Players, and if faithfully followed 
will win them welcome among the experts. 
Pithy Points are the “sign posts” of Auction 
and tell what the best players are doing—how 
to bid and play. To know why, study the 
comments, illustrations, arguments and occa¬ 
sionally conflicting opinions in the “guide 
books” of the writers on Auction, such as 
Atherton, Bluet, Carvalho, Coffin, Dalton, 
Denison, Elwell, Ferguson, Foster, Irwin, 
Leibenderfer, McCampbell, Metcalfe, Meyer, 
Montgomery, Rice, Shephard, Whitehead and 
Work. 

WILLIAM C. MORRIS. 

Los Angeles, Calif., 

January, 1923. 


PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


Teamwork wins at Football and Auction; both 
are games of signals and keen play. 

All bidding should be informatory, leading to 
best offensive or defensive use of the com¬ 
bined hands, 


A V ♦ A 

An Initial or Free Bid is by dealer, or second 
hand if dealer passes. 

The free or initial bid should be as safe as the 
foundation for a house. 

Give preference to a strong Major bid, then 
No Trump, a Minor last. 


A V ♦ A 

One No Trump should be bid with sure stop¬ 
pers in all four suits. 

Bid one No Trump on hand above average, 
with three suits safely stopped. 


3 




PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


An average hand holds one each of the Aces 
and Faces (King, Queen and Jack). 

Safe stoppers for a suit are Ace alone, King 
and one, Queen and three, or Jack and 
four. 

One No Trump may be bid on two powerful 
two or three card suits. 

Powerful short suits are Ace, King; Ace, King 
and one other; Ace, Queen, Jack; Ace, 
Queen, Ten; King, Queen, Jack. 

Bid one No Trump on a solid five or more 
card Minor, with a side Ace. 


A V ♦ * 

Two No Trump bid originally usually shows 
four Aces, and indicates a singleton or 
doubleton. 

An original two No Trump is preemptive and 
may block important information from 
partner. 


A V ♦ * 


4 



PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


The Goal in Bidding should NOT be No 
Trump, but—at what declaration will my 
hand work best with partner’s? 


A V ♦ A 

Initial Bid of One at Suit invites partner to 
consider whether No Trump or a different 
suit offers better chance for game. 

Never bid initially on a long weak suit; two 
to one that opponents hold the strength. 

A short suit, two or three, should never be bid 
originally, even Ace, King and Queen. 

Suit bid of one promises length and strength, 
with three high honors or side help if 
lacking either Ace or King. 

Five including Ace and King, or including 
Ace, Queen, Jack, or including King, 
Queen, Jack, without side tricks, justify 
one Major or Minor. 

Ace or King, with four or more, including a 
second honor, warrant one Major or 
Minor if also holding a suit headed by 
Ace or King Queen. 


5 



PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


Ace and four or more small warrant a Major 
or Minor if also holding a powerful side 
suit. 

A Major, but not a Minor, may be bid on five 
to Queen Jack or Queen Ten with only 
one weak suit. 

One Major or Minor may be bid on Ace, King, 
Queen and one small, without side help. 

Four including Ace and King warrant suit bid 
of one if also holding a powerful short 
suit. 

One Major or Minor may be bid on four in¬ 
cluding any three honors except the ten, 
with a side Ace. 

With an initial one bid in two suits, show 
higher value first. 


A V ♦ * 

Bidding one No Trump, or one Minor, denies 
a strong Major. 

Initial Bid of Two at Suit is highly informa- 
tory, and should be most carefully consid¬ 
ered by partner. 



PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


Two Major promises length and strength, 
denies assistance in the other Major, and 
warns against No Trump. 

Two Minor offers great strength and length, 
with side help in two suits, and invites 
two No Trump if partner holds scattered 
stoppers. 


A V ♦ * 

Preemptive Bids, three or more, deny a two- 
suit hand, and warn against take out. 

An initial preemptive indicates a freak hand, 
bid at full strength, including average ex¬ 
pectancy from partner. 

Four Major or five Minor is an attempt to 
make game, or save it by shutting out an 
adverse game bid. 

Seldom preempt with a two-suit hand; usually 
best to give partner a choice. 

To preempt blocks information from partner 
and may prevent development of the best 
bid for the two hands. 

7' 



PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


The preemptive hid often proves a boomerang; 
opponents may locate the weak spot. 


A V ♦ * 

Original Bids of one, two or three ordinarily 

show five, six or seven cards in suit. 


A V ♦ A 

Help Expected From Partner varies with 
amount of original hid. 

Initial bidder of one expects two or three 
tricks from partner. 

Original bidder of two or three expects only 
two tricks from partner. 

Initial bidder of four expects only one trick 
from partner. 

Original bid of five shows eleven probable 
tricks in hand. 


A V ♦ * 



PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


Valuation of Hand should determine nature of 
original declaration. 

When gauging your hand, count both losing 
and winning cards. 

Figure Aces to win always; Kings, guarded 
only 'by small cards, to win half the time; 
and Queens, guarded only by small cards, 
to win once in four times. 

To count as quick trick a card must take first 
or second round of its suit. 

Cards taking quick tricks against Declarer 
average twice the value at best bid of 
twenty-six cards. 

Singletons are dangerous unless you can afford 
to trump. 

With a blank, or short and weak, two to one 
that opponents control the suit. 

A hand is stronger if bidding strength is di¬ 
vided in three suits than if massed in two 
suits. 

Remember that the other hands may also be 
abnormal, if you hold a freak. 

Any hand with two or more blanks or single- 
tons, or three doubletons, or with any suit 
of seven or more cards, is a freak. 


9 



PITHY POINTS IN BIDDING 
Initial Bids—At Love Score 


Be careful not to overvalue compensating 
cards. 

A singleton is more apt to be helpful in 
Dummy than in hand of Declarer. 


A V ♦ * 

Initial Bids must guarantee conventional hold¬ 
ing. 

Pass by initial bidder denies minimum requi¬ 
sites for an original bid. 

If in doubt, pass as initial bidder rather than 
mislead your partner. 


A V ♦ A 

PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 
Forced Bids make less specific promises than 
initial bids, and should be weighed accord¬ 
ingly. 

If not initial, a bid is forced, and may be either 
a lead indicator or a pusher. 


10 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Any bid is forced if made after two or three 
passes or after an opponent bid. 


* V ♦ * 

Over Initial Adverse No Trump seldom bid 
two unless able to advance to three. 

A Major should seldom be bid over an adverse 
No Trump unless game could be stopped 
in the other Major. 

Bidding a Minor over No Trump might shift 
opponent to game going Major. 

Do not overbid No Trump at right unless able 
to save game should opponent shift. 

Two No Trump over adverse one No Trump 
shows eight sure tricks. 


* V ♦ * 

Over Initial Adverse Suit bid, No Trump 
shows two stoppers. 


11 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


A suit bid over an adverse suit promises either 
length or strength, with side help if 
trumps are short or weak. 

A forced suit bid may mean length without 
assurance of strength. 

With choice of two suits of equal game value, 
name the longer suit first, if making a 
forced bid over an opposing suit. 

Holding two suits of unequal game value, 
name the higher value first, if bidding 
over an adverse suit. 

Preemptive bids are dangerous if opponent has 
shown a suit. 


A V ♦ * 

Third Hand Bids of No Trump after two 
passes show at least five probable tricks. 

Suit bid by third hand after two passes may 
be merely a lead indicator against a prob¬ 
able fourth hand No Trump. 

Third hand bidding over second hand should 
expect only one or two tricks from dealer 
who has passed. 


12 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Whether to assist, overcall or rescue partner, 
or defeat opponent, is an interesting third 
hand problem. 


AVI* 

Raisers should be counted; remember the 
tricks your partner has already figured. 

Average expectancy in partner’s suit is three 
small cards, or one small and one honor. 

Holding Ace or King of partner’s suit, you 
know bid shows side strength or three 
high honors. 

If able to save game in opponent suit, seldom 
raise partner’s initial No Trump—it may 
have been very weak. 

To raise partner’s initial No Trump over an 
adverse suit shows one sure stopper plus 
side help, or two sure stoppers if lacking 
side help, or three strong suits if lacking 
any stopper. 

Do not show a weak suit should opponent 
overbid partner’s No Trump; if bid is de¬ 
sired, partner can double informatorily. 


13 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


With only one or two trumps, seldom raise 
your partner’s suit on first round. 

Seldom raise your partner’s bid on trumps 
alone; quick side tricks are needed. 

A singleton is a raiser only when holding sev¬ 
eral small trumps. 

To advance bid of partner shows greater 
strength than normally expected. 

Preemptive raise of partner’s No Trump or 
suit bid may head off dangerous lead. 


A V ♦ * 

Takeouts of partner should be overcalls from 
strength or rescues from weakness. 

Two Major overcall of partner’s No Trump 
shows strength, or unusual length. 

Two Minor rescue of partner’s No Trump 
shows bust but at least five trumps. 

Three Major overcall of partner’s No Trump 
shows five or more with at least four 
honors. 


14 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Three Minor overcall of partner's No Trump 
shows great strength tvith exceptional 
length. 

Overcall partner’s initial No Trump with any 
Major suit of five or more on which you 
would make an original bid. 

Having bid two on a strong Major suit of not 
exceeding five cards over partner’s No 
Trump, do not rdbid the Major should 
partner return to No Trump. 

Take out partner’s original No Trump with 
any Major suit of six or more cards, no 
matter how weak. 

Having bid two on a weak Major suit of six 
or more over partner’s No Trump, bid 
three on the Major should partner return 
to No Trump. 

Rescue partner’s No Trump with two Minor 
if suit is no better than King with four or 
more small and remaining suits are worth¬ 
less. 

Never take out partner’s original No Trump 
with two Minor on a hand which should 
yield two or more tricks for No Trump. 


15 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Holding a ‘‘two-suiter” of five or more cards 
each, usually show both to a No Trump 
partner. 

Overcall partner with No Trump when short 
and weak in partner’s suit but strong in 
remaining suits. 

Rebid original five or more card Major suit 
over partner’s No Trump takeout if lack¬ 
ing card of reentry. 

Never rebid an original No Trump if holding- 
average expectancy in partner’s Major 
overcall. 

Two No Trump overcall of partner’s initial 
two Major shows four Aces. 

Overcall partner’s initial two Minor with No 
Trump if able to control partner’s prob¬ 
able weak suit. 

Holding a Major bid, usually overcall part¬ 
ner’s one Minor. 

Never rescue partner’s Major; an overcall 
shows strength. 

Holding four or more of partner’s Major, do 
not overcall. 

Preemptive change from partner’s declaration 
warns against takeout. 


16 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Any bid over an intervening declaration by an 
opponent is either an assisting bid or a 
denial bid, not a takeout. 

The goal in partnership bidding should be the 
surest game going declaration. 


A V ♦ A 

Fourth Hand, unless very strong, should not 
bid after three passes: “Let sleeping dogs 
lie. ,, 

Suit bid by fourth hand over dealer’s No 
Trump may be merely a lead indicator. 

Major lead indicators are less apt than Minors 
to shift opponents to game going bids. 


A V ♦ * 

Secondary Bids should not overestimate part¬ 
ner’s forced declaration. 

Holding a “two-suiter” of five or more cards 
each, try to develop which is best for the 
combined hands. 


17 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Initial bidder showing higher value suit on 
second round denies strength but promises 
length. 

Count one trick only from a non-assisting 
partner. 

Before advancing your own bid, consider 
whether your partner could set opponent. 

Do not bid the same strength twice; partner 
may have a bust. 

Let your partner have a chance to give you 
information; do not do all the bidding. 

Having the lead, it is often best not to overbid 
a No Trump at your right. 

Partner of initial bidder should determine 
limit of original bid. 

Show choice to a partner who has bid a “two- 
suiter”—the two hands should be played 
at their best combined suit. 

With minimum help, advance a partner who 
has bid two or more unassisted. 

Having previously passed, any takeout of part¬ 
ner’s No Trump is a rescue. 

Rarely rescue a partner who has bid No 
Trump over an adverse suit. 


18 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Seldom rescue a partner who has bid No 
Trump third hand after two passes. 

Never rescue a partner who has bid No Trump 
fourth hand after three passes. 

Better let opponents struggle for odd tricks 
i;han lead them to game going bid. 

Teamwork bidding aims first to make game, 
second to save game, third to penalize 
opponents. 


4 V ♦ * 

“Never,” at Auction, as on the good ship Pina¬ 
fore, means “Well—hardly ever.” 

Dealing Auction hands continuously during a 
lifetime of one hundred years, only a small 
fraction of the possible combinations could 
be exhausted. 

Rules may be made to be broken, but beware 
bad breaks. 


4 V ♦ 4 


19 



PITHY POINTS IN BIDDING 
Forced Bids—With or Without Score 


Inadvertent Declarations (slip of tongue, not 
change of mind) may he corrected, pro¬ 
vided next player has not declared. (See 
Law 42.) 


A V ♦ * 

PITHY POINTS IN BIDDING 
Concerning Doubles 

Informatory Doubles require partner to select 
declaration, but assure support. 

Partner not having bid, to double at first op¬ 
portunity a bid of one No Trump or two 
at suit is informatory, negative or condi¬ 
tional. 

Informatory double promises five tricks if 
over one No Trump, six tricks if under. 

Over a suit bid of one, informatory double 
promises at least five tricks in remaining 
suits. 

Informatory double of two at suit shows hand 
at least one trick better than required for 
double of one. 


20 



PITHY POINTS IN BIDDING 
Concerning Doubles 


Rarely double informatorily if your partner 
has passed as» dealer or second hand. 


A V ♦ * 

Partner of Informatory Doubler is expected to 
take out in No Trump or longest suit. 

No Trump takeout of an informatory double 
of a suit shows two stoppers. 

Holding two suits of equal length and strength 
take out partner’s informatory double of 
No Trump with lower value if hand is 
very weak, and higher value if hand is 
fairly strong. 

Partner of informatory doubler, holding a Yar¬ 
borough with choice of unbid suits, should 
rescue with suit of lowest value. 

No matter how strong the hand, partner of 
informatory doubler should never make a 
preemptive bid. 

After an initial suit bid and a second round 
informatory double, partner holding aver¬ 
age expectancy should assist the original 
suit bid. 


21 



PITHY POINTS IN BIDDING 
Concerning Doubles 


Partner is released from obligation to take out 
if an informatory double is followed by 
an opposing bid. 


A V ♦ A 

Opponent of Informatory Doubler can esti¬ 
mate three hands in arriving at declara¬ 
tion. 

Suit bid over informatory double of partner’s 
No Trump is a rescue, but shows at least 
five cards. 

To redouble informatory double of partner’s 
No Trump shows general strength, and 
suggests a business double of any oppos¬ 
ing bid. 

To advance partner’s No Trump or suit over 
an informatory double is preemptive. 


A V ♦ A 


22 



PITHY POINTS IN BIDDING 
Concerning Doubles 


Informatory Doubler, having forced a bid, 
should let partner decide limit. 

Rarely double informatorily unless able to 
assist one or both Major suits. 

Do not double unless prepared to shift, should 
partner’s forced bid be unwelcome. 


A V ♦ A 

Business Doubles request partner to assist in 
defeating contract of opponent. 

Partner having bid, double of one or more is 
business, positive, or unconditional. 

Unless business double is free, be certain you 
can defeat contract. 

A double is free if success of the bid un¬ 
doubled would give opponent game. 

Seldom double or redouble unconditionally 
unless you could also double opponents 
possible overbid. 

Rarely right to take your partner out of a 
business double. 


A V ♦ A 


23 



PITHY POINTS IN BIDDING 
Concerning Doubles 


Exceptional Holdings may warrant leaving in 
a conditional double or taking out an un¬ 
conditional double. 


A V ♦ * 

Overbidding account holding high honors, re¬ 
member the deadly double. 

Before making a forced bid, consider the effect 
of a possible double. 

Remember that big rubbers result mainly 
from setting opponents. 

If able to save game, but unable to make 
game, underbid your hand rather than 
overbid. 

Overbid your hand rather than underbid, if 
not sure of saving game. 


A V ♦ * 


24 



PITHY POINTS IN BIDDING 
Consider the Score 


Scoring Game is the main objective in bidding; 
it is important to consider points already 
earned. 

A score may warrant bidding a Minor as a 
Major would be bid at love. 

Consider the score when interpreting the bids 
of your partner and opponents. 

Lacking six points of the thirty for game, bid 
a safe Minor rather than a weak No 
Trump. 

Odd tricks at suit may finish game; No 
Trump might be defeated. 

With choice of game going bids, select the 
safest. 

Let score decide between trying for game and 
defeating opponent. 

Penalties often greatly exceed the bonus of 
250 for winning two games. 

Whether to overbid or underbid depends upon 
the score and your confidence in partner. 

Game in, game out, or game all; that is the 
question. 

Duplicate play shows one can often win by 
losing. 


25 



PITHY POINTS IN BIDDING 
Consider the Score 


If “flying- the flag/’ consider game value and 
possible loss. 


A V ♦ * 

PITHY POINTS IN BIDDING 
About Partners 

Partners should be assumed to be conventional 
until proven otherwise. 

If contending with local rules, remember Job. 

With unconventional and daring partners, it is 
safer to underbid. 

If partner is inexperienced and timid, stretch 
your bid. 

Departing from conventions, do so knowingly 
with apologies ready. 

The Goddess of Fortune may be your side 
partner, but she is fickle. 

For dependable bids, passes, overcalls, rescues 
and doubles, give thanks. 

Detours may be dangerous; it is safer to fol¬ 
low the signed road. 



PITHY POINTS IN BIDDING 
About Partners 


Scientifio bidding will outpoint a guessing 
game. 

Let your game classify you as a desirable 
partner and a formidable but agreeable 
opponent. 

“A Bumble-Puppy is a player who ignores 
rules, or defies them, or both.” 

If shunned as a Bumble-Puppy play Pithy 
Points and you will be eagerly sought. 


A V ♦ A 

Errors During Declaration should be penalized 
—play the game. 


A V ♦ * 

Conventional Bidding gives valuable informa¬ 
tion and paves the way for clever play. 


A V ♦ A 


27 



PITHY POINTS IN PLAY 
When Declarer 


Play of Declarer should be planned in full 
when opening lead has been made by 
adversary. 

Before touching a card in Dummy, carefully 
formulate your entire play. 

Make sure of game before trying for extra 
tricks or slams. 


A V ♦ + 

At No Trump, endeavor to hold a stopper un¬ 
til one adversary has been exhausted, so 
suit cannot be returned. 

A solid suit in closed hand may be needed for 
reentries. 

Usually best to establish the suit which is 
longest in the combined hands. 

Losing an early trick is often necessary to es¬ 
tablish a suit. 


A V ♦ + 

At Suit consider if part of Dummy trumps 
may be used for ruffing. 


28 



PITHY POINTS IN PLAY 
When Declarer 


With losing cards of a suit in both hands, 
play for discards. 

Exhaust adverse trumps if your plan does not 
call for ruffing. 

A desired adverse lead of trumps may be in¬ 
duced by leading a suit short in both 
hands. 

Return of an adverse suit lead may often be 
induced by taking trick in Dummy, con¬ 
cealing strength in closed hand. 

Holding Ace and Queen opposite at suit, with¬ 
out Jack or Ten, lead Ace, then small to 
Queen. 

With Ace, Jack and three trumps, lead small 
to Queen and one. 


A V ♦ * 

Finesses should be influenced by adverse bid¬ 
ding. 

Avoid a finesse which would not make game 
and might lose contract. 

With an even chance, risk a finesse which 
could make game but might lose contract. 

29 


I 



PITHY POINTS IN PLAY 
When Declarer 


Beware a finesse which might put in an estab¬ 
lished adverse suit. 

With contract assured, finesse freely in effort 
to make game or slams. 


A ¥ ♦ * 

Adverse Holdings should be assumed to be 
evenly divided unless bidding indicates 
otherwise. 

Apply the “Rule of Eleven” to see if original 
lead is fourth best or short. 

With ten or more in two hands, play Ace, 
hoping to catch lone King. 


A V ♦ * 

Poor Cards mean greater credit for a success¬ 
ful contract—there is little interest in 
playing a pianola. 


A ¥ ♦ * 


30 



PITHY POINTS IN PLAY 
When Adversary 


Defensive Play calls for the greatest care and 
skill—apparently worthless hands may be 
able to save game. 

With a King-Ace opening, have a look at 
Dummy, also showing partner your 
reentry. 

“Cash in” good cards without delay if only 
thereby can game be saved. 

Save game before trying to set contract. 


* V ♦ * 

At No Trump, it is usually best to open with 
highest of partner’s suit. 

Opening with Ace of own suit at No Trump 
shows strength and length and asks part¬ 
ner to unblock. 

Leading King of own long suit at No Trump 
shows Ace or Queen or both, but does not 
ask partner to unblock. 

Opening with Queen, Jack or Ten of own long 
suit at No Trump shows the next lower 
card and possibly higher ones, but denies 
the next higher. 


31 



PITHY POINTS IN PLAY 
When Adversary 


Whether to lead high, intermediate, or fourth 
best, in opening own suit at No Trump 
is largely a question of reentry. 


A V ♦ A 

At Suit, play for quick tricks; small cards can 
rarely be established. 

Avoid opening a tenace suit, unless bid by 
partner. 

Opening lead of Ace, then King, at suit, means 
no more, and a desire to trump. 

Lead of King at suit shows Ace, or Queen, or 
both. 

Opening low lead at suit denies Ace of that 
suit. 

Singleton lead of unbid suit is advisable if in 
position to trump next round. 

Lacking a King or Ace or singleton opening 
at suit, lead best of partner’s suit. 

If own suit lacks a King, Ace, or top of se¬ 
quence opening, lead fourth best. 


32 



PITHY POINTS IN PLAY 
When Adversary 


Lacking own lead, if partner has not bid, open 
with a strengthening card of unbid short 
suit, or lead through declared strength. 


A V ♦ A 

“Second Hand low, third hand high, fourth 
hand take it if you can” was a good rule 
at Whist, but does not apply to Auction. 

Playing second hand at suit, it is usually best 
to cover an honor. 


A V ♦ A 

Signal your partner with a seven or higher if 
you wish a suit continued. 

A seven or higher encouragement card indi¬ 
cates strength both at No Trump and suit. 

High, then low, as six then five or lower, tells 
partner to come on. 

At No Trump, the echo, by following or dis¬ 
carding high then low, shows strength. 

At suit the echo shows a taking card or abil¬ 
ity to trump. 


33 



PITHY POINTS IN PLAY 
When Adversary 


A six or lower may be a discouragement card, 
or the beginning of an echo. 

The encouragement, discouragement and echo 
signals may be made either in discarding 
or in following suit. 

Failure to signal suggests lack of both offen¬ 
sive and defensive strength. 

Discouragement signal from partner and 
showing in Dummy often warrant shift¬ 
ing suit. 

Should partner echo on your King-Queen 
opening, lead small third round if you 
hold Ace. 

Avoid a signal which might aid a finesse in 
Dummy. 

Card played to partner’s lead denies the card 
next lower, unless signalling or unblock¬ 
ing. 

Rarely finesse against your partner unless 
warranted by Dummy. 

Return highest of partner’s suit unless it 
could be established and made from your 
hand. 

If it cannot injure partner, play to deceive 
Declarer. 


34 



PITHY POINTS IN PLAY 
When Adversary 


A V ♦ * 

Blocking and Unblocking are often of vital 
importance. 

Unblock if partner controls suit and may not 
hold reentry. 

Do not hesitate to sacrifice your high card if 
it could establish the next best in your 
partner’s hand. 

Block Dummy when possible; take out any 
reentry. 


A V ♦ A 

Sequences (two or more touching cards) can 
and should be so played that partner can 
deduce your holding. 

Leading from a sequence other than Ace, King 
and Queen, play highest card. 

When following suit, play lowest card if play¬ 
ing from a sequence. 


4 V ♦ 4* 


35 



PITHY POINTS IN PLAY 
When Adversary 


Trump Leads can often be made against De¬ 
clarer to great advantage. 

If Declarer could set up a cross ruff, lead 
trumps. 

Leading up to weak trumps in Dummy often 
saves a situation. 

If Declarer is avoiding trumps, it is usually 
best to lead them. 


A V ♦ * 

Forcing the strong trump hand is desirable 
provided it does not give Dummy a dis¬ 
card. 


A V ♦ * 

Discard from weakness unless advisable to 
signal in your strong suit. 

A low discard may merely mean an encour¬ 
agement card is not available in the suit 
desired led. 


36 



PITHY POINTS IN PLAY 
When Adversary 


Protect the suit your partner is discarding. 

When discarding, keep in position to return 
or lead partner’s suit. 

Discarding a singleton, even though an Ace, 
might sometime be a super-play. 

A bluff discard may deceive Declarer and pre¬ 
vent a successful finesse. 


A ¥ ♦ A 

Penalties may be averted by either adversary 
by asking partner if holding any of a suit 
refused and by warning against lead or 
play out of turn. (See Law 61c.) 


A ¥ ♦ A 

Teamwork saves games, sets contracts, and 
piles up points. 


A ¥ ♦ A 


37 



PITHY POINTS IN PLAY 
Declarer or Adversary 


General Principles of Play apply in the main 

to both Declarer and Adversary. 

“Stop—Study”—before first lead or play— 
start right. 

When Dummy goes on table, plan your 
scheme of play, particularly the necessary 
discards. 

Make sure of reentry for a suit you intend to 
clear. 

Plan reentry for continuance of successful 
finesse. 

Note and count every card played, and care¬ 
fully watch for signals. 

Deducting value of a fourth best lead from 
eleven shows number of higher cards out¬ 
side the leader’s hand. 

Lead through strength or up to weakness, 
considering opponents’ bids. 

Throw trick so opponent must lead up to your 
strength instead of through. 

To duck, or even double duck, instead of 
cover, is often a profitable coup. 

Where possible, play a suit so lead could be 
thrown to either hand. 


38 



PITHY POINTS IN PLAY 
Declarer or Adversary 


Often advisable to overtake your own trick in 
order to finesse or change lead. 

“Squeeze” your opponent by forcing discards 
which may unguard high cards. 

When planning final tricks, do not overlook 
an established deuce. 

False card freely when Declarer, rarely as 
Adversary. 


A V ♦ * 

At No Trump, clear long suits, but retain 
command of opponent suits. 

Losing both first and second tricks is some¬ 
times necessary to establish a suit. 


A V ♦ * 

At Suit, with, opponent trumps exhausted, 
play to establish suits as at No Trump, 
conserving your remaining trumps. 


39 



PITHY POINTS IN PLAY 
Declarer or Adversary 


Never give opponent a chance to elect which 
hand will trump and which discard. 

If opponent has shown or indicated a singleton 
or doubleton, it is usually advisable to 
lead trumps. 


A V ♦ * 

Penalize All Errors in play; a correct game is 
far more interesting. 

Watch for a revoke, and make claim before 
thirteenth trick is quitted. (See Law 
58g.) 

Protest claim by opponent or concession by 
partner of any uncertain final tricks. (See 
Law 59.) 


A ¥ ♦ * 

Logical Plays founded on scientific bids result 
in Par Auction. 


40 



PITHY POINTS IN PLAY 
Declarer or Adversary 


A V ♦ A 

End Play affords the supreme test of observa¬ 
tion, deduction and application as to dec¬ 
larations, leads, signals, finesses, discards 
and outstanding master cards. 

“The card you should have kept” would have 
won many a game-making or game-saving 
trick. 

“Oh! I discarded the wrong card” explains 
but seldom excuses. 


A V ♦ A 


41 



PITHY POINTS IN PLAY— 
When Dummy 

(See note at bottom of page 45) 

“Dummy Don’ts” 


Do Not spread any cards until proper opening 
lead has been made. (47.) 

Do not suggest to Declarer which penalty to 
select for improper opening lead. (54a.) 

Do not touch a card or otherwise suggest a 
play to Declarer. (50n.) 

Do not correct Declarer if about to lead from 
wrong hand. (50o.) 

Do not warn Declarer if about to lead or play 
out of turn. (61c.) 

Do not mention any detail of declaration ex¬ 
cept contract. (61a.) 

Do not intentionally look at any card held by 
Declarer or adversaries. (49.) 


A V ♦ * 


42 



PITHY POINTS IN PLAY— 
When Dummy 

(See note at bottom of page 45) 

“Dummy Duties” 


Duties of Dummy should not be neglected; 
their exercise may be very helpful to De¬ 
clarer. 

Should wrong adversary make opening lead, 
call to attention of Declarer. (54a.) 

If Declarer refuses a suit, ask if without. 
(48c.) 

See that Declarer does not renounce from 
Dummy. (58a.) 

Call attention should wrong number of cards 
be played to a trick. (48a.) 

If wrong side gathers in a trick, have error 
corrected. (48b.) 

Count, face down, any quitted trick in effort 
to locate a missing card. (54j.) 

Protest any improper claim of either adver¬ 
sary. (48f.) 

Join in discussion of any question of fact 
raised by Declarer or an adversary. 
(48e.) 

Correct any error in making the score. (48d.) 

Should adversary revoke, advise Declarer 
which penalty to impose. (57b.) 


43 



PITHY POINTS IN PLAY— 
When Dummy 

(See note at bottom of page 45) 

“Dummy Duties” 


A V ♦ * 

Conditional Dummy Rights—(Not having in¬ 
tentionally looked at any card held by the 
other players, Dummy may and should). 
Call attention of Declarer to a card exposed 
by an adversary. (49j.) 

Claim a revoke made by either adversary. 
(49h.) 

Call attention of Declarer to an adverse lead 
out of turn. (49i.) 

Remind Declarer of any right under the laws. 
(49k.) 

Call attention of Declarer to an adverse play 
out of turn. (54e.) 

Demand playing out the hand if uncertain as 
to any final tricks conceded by Declarer. 
49 l-59b.) 

A V ♦ A 

Dummy Protection from revokes may be re¬ 
quested if leaving table during play. 

(58f.) 


44 




PITHY POINTS OF LAW 

(See Pithy Points in Penalties) 


Laws should be rigidly observed and penal¬ 
ties strictly enforced. (See Note below.) 


Note: For exact wording and context, and 
for fundamental details of the game, see 
The Laws of Auction (22-24-25-26, etc.) 
as adopted by The Whist Club, effective 
September 1, 1920. The “Laws of Auc¬ 
tion” may be obtained in convenient pam¬ 
phlet form direct from The Whist Club, 
13 West 36th Street, New York, N. Y. 

Important laws, infraction of which should be * 
penalized, are grouped under “Pithy 
Points in Penalties.” 

For “Dummy Don’ts” and “Dummy Duties,” 
see Pithy Points in Play—When Dummy. 


45 



PITHY POINTS OF LAW 
(See Pithy Points in Penalties) 


The Deal. Low deals and has choice of seats 
and pack; second lowest is partner of 
dealer; third lowest has choice of remain¬ 
ing seats. (22.) 

Pack chosen by dealer is shuffled by second 
hand, and then given to dealer. (24.) 

Cut to the right, deal one in turn to the left, 
last card to dealer. (25-26.) 

Cut (not less than four cards) toward dealer, 
leaving unfinished, thus avoiding any 
doubt. (25a.) 

After shuffling, third hand places still pack at 
left of next dealer. (24.) 

Deal is lost to next player in event of four 
original successive passes. (29.) 


A V ♦ * 

New Deal—If any card is faced in the pack or 
exposed during the deal. (27b.) 

New Deal—If during the hand, one player 
holds more than the proper number of 
cards and another less. (27d.) 


46 



PITHY POINTS OF LAW 
(See Pithy Points in Penalties) 


New Deal—When any hand proves to have 
held more than thirteen cards. (27c.) 

New Deal—For any reason is always by same 
player, unless out of turn, or because of 
failure to declare. (27-28-29-37de-54i.) 


A V ♦ A 

Missing Cards may be located by any player 
by counting, face down, any quitted trick, 
which, if containing more than four cards, 
may be faced by an opponent of a player 
who is short and the surplus card re¬ 
turned to owner, who, unless Dummy, is 
answerable for any revoke. (54j.) 


A V ♦ A 

The Declaration. After a bid or pass by 
dealer, each player in turn to the left must 
declare (bid, pass, double or redouble) 
until there have been three successive 
passes, whereupon the player who first 


47 



PITHY POINTS OF LAW 
(See Pithy Points in Penalties) 


named the successful suit or No Trump 
becomes Declarer, the left hand adversary 
makes the opening lead, and partner of 
Declarer then becomes Dummy. (29-30- 
31-35-36-38-45.) 


A V ♦ * 

Doubling and Redoubling affect trick values, 
but not bidding values, honors or slams. 
(4.10-14-15-16-31-35-36.) 


* V ♦ * 

Inadvertent Bids. If corrected immediately, 
an inadvertence may be changed, as “No 
Trump” instead of “No Bid” or “one 
Spade” instead of “one Club.” (42.) 

An inadvertent declaration is a slip of the 
tongue, not a change of mind. (42.) 


A V ♦ 4» 


48 



PITHY POINTS OF LAW 
(See Pithy Points in Penalties) 


Revoke may be claimed by Declarer, Dummy 
or an adversary any time before thir¬ 
teenth trick is quitted. (58g.) 

To “refuse” is to fail to follow suit. (7.) 

To “renounce” is to refuse when able to fol¬ 
low suit. (7-55.) 

To “revoke” is to renounce and not correct 
error before trick is quitted or renouncing 
side has led or played to the next trick. 
(56ab-58abc.) 

Dummy or adversary may ask partner if lack¬ 
ing a suit refused. (47-48c-58c.) 


A V ♦ * 

Lead or Play Out of Turn. An adversary, but 
not Dummy, may warn partner against 
lead or play out of turn. (61c.) 


* V ♦ * 


49 



PITHY POINTS OF LAW 
(See Pithy Points in Penalties) 


Final Tricks claimed by Declarer having been 
contested, remaining cards of Declarer 
must be played open with only announced 
or proven finesses allowed. (59a.) 

If Declarer concede final tricks, Dummy may 
demand that hand be played out. 
(49 l-59b.) 

If conceded tricks are accepted by an oppo¬ 
nent before partner protests, the conces¬ 
sion stands. (59bc.) 


* V ♦ A 

Unfinished Game. Play out a hand unfinished 
at agreed time, adding 125 for a game in. 
(12-13b.) 


* V ♦ * 


50 



PITHY POINTS IN PENALTIES 
Opponents Honor Score 


25 points for each card examined during deal. 
(26d.) 

25 points for any quitted trick examined. 
(8-56a2-61e.) 

50 points for doubling a partner’s bid. (37e.) 

50 points for redoubling a partner’s double. 
(37e.) 

50 points for revoke, or Declarer may take 
two tricks from adversaries for first re¬ 
voke. (57abc.) 

50 points for each undertrick of defeated 
contract. (45.) 

100 points for each undertrick of doubled con- 
cract. (45.) 

200 points for each undertrick of redoubled 
contract. (45.) 

100 points or new deal for redoubling a re¬ 
double. (37e.) 

50 points (bonus) should you double and 
fail to defeat; 100 if redoubled. (45.) 

50 points (bonus) for each overtrick of 
doubled contract; 100 if redoubled. (45.) 


A V ♦ * 


51 



PITHY POINTS IN PENALTIES 
Exposed Cards 


Exposed Cards are any named as held, or 
which could be seen by partner of offen¬ 
der, and must be left face upward on table 
until played or called. (51-52.) 

Exposure of a card before declaration neces¬ 
sitates new deal. (27b.) 

Should card be exposed during declaration, 
partner must thereafter pass. (44.) 

If card exposed during declaration is to right 
of Declarer, opening lead of that suit may 
be forbidden. (44.) 

When adversary corrects a renounce, card 
first led may be treated as exposed. 
(55-58d.) 

The last two cards of an adversary become 
exposed should partner show thirteenth 
card when playing to twelfth trick. (51f.) 

An exposed card may be called by Declarer 
whenever it is turn of owner to lead or 
when that suit is in play. (52.) 

Declarer may make repeated calls for discard 
of an exposed card, which holder must 
play when lacking the suit led. (52.) 

Cards exposed by Declarer or partner are not 
subject to call. (53.) 


52 



PITHY POINTS IN PENALTIES 
Errors in Declaration 


Improper Information. Should a player give 
improper information as to holdings, 
partner must thereafter pass. (61d.) 


A ¥ ♦ * 

Bid Out of Turn. When bid out of turn is 
canceled, partner of offender must there¬ 
after pass. (33-34ac-37c.) 

If you double or redouble when your partner 
should declare, opponents may consult 
and demand a new deal, or decide which 
declaration shall be final. (37d.) 

Should an adversary bid, double or redouble 
after three passes. Declarer may call suit 
when turn of partner of offender to lead. 
(37b-41a.) 


A V ♦ A 

Pass Out of Turn. If a pass out of turn is 
canceled, offender may not bid unless dec¬ 
laration is changed. (39-40b.) 


53 



PITHY POINTS IN PENALTIES 
Errors in Declaration 


A V ♦ * 

Insufficient Bid. If an insufficient bid is called 
and first opponent passes, partner of of¬ 
fender may not bid unless second oppo¬ 
nent to left bids or doubles. (32b.) 


A V ♦ * 

Attempted Change. An attempted change, not 
inadvertent, in form of declaration or size 
of a sufficient bid, subjects offending side 
to penalty for bid out of turn. (42.) 


* V ♦ * 

Debarred Bidder. If a debarred player should 
bid, double or redouble, either opponent 
may accept or cancel the declaration and' 
offender and partner must thereafter pass 
(41b.) 


54 



PITHY POINTS IN PENALTIES 
Errors in Declaration 


A V ♦ * 

Penalty Waived. After an erroneous declara¬ 
tion, should opponent to left of offender 
declare without calling attention to error, 
the penalty is waived. (32c-34b-37d-40a.) 


* V ♦ * 

PITHY POINTS IN PENALTIES 
Errors During Play 

Lead Out of Turn. If opening lead should be 
made by wrong adversary, Declarer may 
call a suit from partner of offender, or 
treat the card as exposed. (54a.) 

Should adversaries lead simultaneously, the 
incorrect card is exposed. (54c.) 

If an adversary leads out of turn, Declarer 
may call a suit from either adversary 
when next in turn, or treat the card as 
exposed. (54h.) 


55 



PITHY POINTS IN PENALTIES 
Errors During Play 


Declarer lead out of turn from either hand 
may not be rectified unless directed by 
an adversary. (f>4d.) 

Should an adversary who has led a winning 
card play one or more others without 
waiting for partner to play, Declarer may 
require the partner to win the first trick 
possible, after which any other cards so 
led are exposed. (54b.) 

After a lead out of turn, should next hand 
play without claiming penalty, the lead 
stands as regular. (54g-60h.) 


A V ♦ A 

Play Out of Turn. Should wrong adversary 
play to a lead, Declarer may require part¬ 
ner of offender to play highest or lowest 
of the suit, or to win or lose the trick, or 
if lacking the suit to play the highest of 
any one suit. (54e.) 


a y ♦ a 


56 



PITHY POINTS IN PENALTIES 
Errors During Play 


Omitting a Play. Should Declarer or an ad¬ 
versary omit playing to a trick and then 
play to a subsequent trick, opponent of 
offender may demand a new deal. (54i.) 


A V ♦ * 

Improper Information. Should an adversary 
unduly call attention to a play, Declarer 
may require partner of offender to play 
highest or lowest of the suit, or to win or 
lose the trick. (61b.) 

The final declaration may be stated at any 
time, but any unauthorized reference to 
preceding bids or to any incidents of play 
or the location of any card subjects of¬ 
fending side to call of suit at their next 
turn to lead. (61ac.) 


A V ♦ * 


57 




PITHY POINTS IN PENALTIES 
Errors During Play 


Renounces. If an adversary correct a re¬ 
nounce before trick is quitted, Declarer 
may require offender to play highest or 
lowest of suit led, or may treat card first 
played as exposed. (58bd.) 

If Declarer correct a renounce after adversary 
to left has played, highest or lowest of 
that suit may be called. (58e.) 

A renounce by Dummy may be corrected by 
any player before the trick is quitted—no 
penalty. (58a.) 

Should Dummy request protection from re¬ 
vokes, and leave table, Declarer cannot 
be penalized unless an adversary afford 
opportunity to correct a renounce. (58f.) 

After correction of a renounce, a subsequent 
player may withdraw card played and 
substitute another. (58b.) 


A V ♦ * 

Revokes. Revoke having been claimed, pen¬ 
alty may be imposed if opponent mixes 
cards before examination. (56c.) 


58 



PITHY POINTS IN PENALTIES 
Errors During Play 


Penalty for revoke is incurred if a penalized 
player, when able, fails to lead or play as 
directed. (56d.) 

Declarer, having revoked, is penalized 50 
points and cannot score for tricks, even 
should adversary also revoke. (57ac.) 

Should adversary revoke, Declarer may take 
50 points penalty, or may take two tricks 
from adversaries for first revoke. (57b.) 

Revoking side can score only honors as held, 
unless opponent should also revoke; 
should one side revoke more than once, 
the other side scores 50 for each extra 
revoke. (57c.) 

If Declarer revokes and thereby fulfills con¬ 
tract, adversary may claim only the 50 
points penalty and cannot score above the 
line for the tricks which would otherwise 
have been lost. (57al.) 

Should adversary revoke, there can be no pen¬ 
alty for undertricks and the two tricks 
taken for revoke penalty may enable De¬ 
clarer to win contract. (57b.) 

If the Declarer elects to take two tricks as 
revoke penalty, all tricks over six count 


59 



PITHY POINTS IN PENALTIES 
Errors During Play 


below the line at original, doubled or re¬ 
doubled value. (57b23.) 

Declarer is entitled to the 250 bonus should 
two tricks taken for an adversary revoke 
win second game and end rubber, but 
such tricks cannot earn the 50 bonus for 
Little Slam, or the 100 bonus for Slam, 
or the 50 or 100 bonus for winning a 
doubled or redoubled contract, or any 
bonus for overtricks. (13a-16-45-57b4.) 

Misplaced cards, when found, render owner, 
except Dummy, liable for any revoke. 
(27e-54j-56e.) 


A V ♦ 4> 

Dummy Errors. Should Dummy suggest to 
Declarer which penalty to impose for 
opening lead by wrong adversary, the 
offense is canceled. (54a.) 

If Dummy should spread any cards before 
Declarer selects penalty for opening lead 
by wrong adversary, Declarer may not 
call a lead. (54a.) 


60 



PITHY POINTS IN PENALTIES 
Errors During Play 


Should Dummy warn Declarer against lead¬ 
ing from wrong hand, either adversary 
may direct from which hand to lead. 
(50o.) 

A play suggested by Dummy may be required 
(if legal) or forbidden by either adver¬ 
sary. (50n.) 

A card in Dummy named or touched by De¬ 
clarer must be played unless it would 
constitute a renounce. (53.) 


V ♦ * 

Penalties in General. If a player called on to 
lead a suit is without, the penalty is paid. 
(54a.) 

A penalty which Declarer might otherwise 
impose is canceled if Dummy acts in 
error. (50m.) 

If legal, a penalty is finally selected if named 
or suggested by either opponent. (60ad.) 

A penalty is waived if not enforced at the 
proper time. (32c-34b-37d-40a-54agi-58g- 
60h.) 


61 



PITHY POINTS IN PENALTIES 
Errors During Play 


An erroneous penalty stands if accepted with¬ 
out protest. (60ef.) 

Penalties put pep in the game; exact them as 
provided in the laws. 


* ¥ ♦ * 

PITHY POINTS IN ETIQUETTE 

Etiquette is an acid test by which to judge the 
desirability of a player. 

Avoid hesitation and emphasis during the 
declaration and in leading or playing. 

Let your bidding, not your deportment, indi¬ 
cate a pianola or a Yarborough. 

Information by comment, manner, gesture or 
conduct is unfair. 

Dummy should not look over the other hands, 
nor comment on the score. 

Do not draw a card before your turn to lead 
or play. 

A player should not detach or partly draw one 
card and then play a different one. 



PITHY POINTS IN ETIQUETTE 


A penalty should not be purposely incurred, 
nor a law knowingly broken. 

Do not take advantage of a breach of etiquette 
by your partner. 

Conversation and explanations should await 
end of hand. 

Mannerisms, even though harmless, may an¬ 
noy partner or opponent. 

Private conventions unauthorized by an ac¬ 
cepted authority, are unfair. 

Ostracism is the proper penalty for persistent 
breach of etiquette. 


A V ♦ A 


63 



TRICK VALUES (Scored “below the line”) 


If Hand 
Played 

Each Trick 
Over Six 

If Bid 
Doubled 

If Bid 
Redoubled 

Clubs 

6 

12 

24 

Diamonds 

7 

14 

28 

Hearts 

8 

16 

32 

Spades 

9 

18 

36 

NoTrump 

10 

20 

40 


(Laws 6-8-9-10-12-17-35-36-45-57) 

N. B.—A proved error in the score may be 
corrected at any time before the next declaration 
begins. (Law 17) 


64 












HONOR VALUES (Scored “above the line”) 


If Hand 
Played 

3 in 

one or 

two 

hands 

4 in 
two 
hands 

5 held 
two& 
three 

4 in 
one 
hand 

5 held 
one & 
four 

5 in 
one 
hand 

Clubs 

12 

24 

30 

48 

54 

60 

Diamonds 

14 

28 

35 

56 

63 

70 

Hearts 

16 

32 

40 

64 

72 

80 

Spades 

18 

36 

45 

72 

81 

90 

No Trump 

30 

40 


100 




(Laws 14-15-17-35-36-5 7c) 

N. B.—A proved error may be corrected at any 
time before the score of the rubber has been 
agreed upon. (Law 17) 


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PITHY POINTS IN AUCTION BRIDGE 
MEMORANDA 

It is suggested that the spaces between the points on 
bidding, play, etc., and also the following blank pages, 
be used for memoranda as to later developments and 
different theories in the game. 

The evolution from Whist through Bridge will 
doubtless lead to further changes in Auction. The 
Laws of the game give general satisfaction, expert play 
follows well defined principles, but the schools of Bid¬ 
ding have marked variations, all based, however, on 
different ideas of developing teamwork. 

One writer, for instance, condemns all pre-emptive 
bids, others expand the informatory or negative double, 
while one restricts the meaning of the echo and several 
hold varying opinions as to bidding an initial one or 
two Minor. There will be radical experiments such as 
Nullo, Pirate and Contract. 

A knowledge of all systems would be interesting, 
flyers may occasionally yield gratifying results, a bluff 
bid will often work well, poker Auction sometimes pays, 
but profitable pleasure is fully assured by partnership 
practice of Pithy Points. 


A V ♦ 4» 


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